Rogue
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Multiclassing
To multiclass as a Rogue, you must have a Dexterity score of 13 or higher.
Rogue Level Progression
| Level | Prof. Bonus | Sneak Attack | Features |
|---|---|---|---|
| 1 | +2 | — | Expertise, Sneak Attack, Thieves' Cant |
| 2 | +2 | 1d6 | Cunning Action |
| 3 | +2 | 2d6 | Roguish Archetype |
| 4 | +2 | 2d6 | Ability Score Improvement |
| 5 | +3 | 3d6 | Uncanny Dodge |
| 6 | +3 | 4d6 | Expertise |
| 7 | +3 | 4d6 | Evasion |
| 8 | +3 | 5d6 | Ability Score Improvement |
| 9 | +4 | 5d6 | Reliable Talent |
| 10 | +4 | 6d6 | Ability Score Improvement |
| 11 | +4 | 6d6 | — |
| 12 | +4 | 7d6 | Ability Score Improvement |
| 13 | +5 | 7d6 | Blindsense |
| 14 | +5 | 8d6 | Slippery Mind |
| 15 | +5 | 8d6 | — |
| 16 | +5 | 9d6 | Ability Score Improvement |
| 17 | +6 | 9d6 | — |
| 18 | +6 | 10d6 | Elusive |
| 19 | +6 | 10d6 | Ability Score Improvement |
| 20 | +6 | 10d6 | Stroke of Luck |
Class Features
Hit Points
- Hit Dice: 1d8 per Rogue level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Thieves' tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
Expertise
At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of those skills. At 6th level, you can choose two more of your proficiencies to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The extra damage increases as you gain rogue levels, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to communicate with other rogues and similar folk. Thieves' cant can't convey complex ideas, but it can convey simple messages.
Additionally, you understand a secret symbol system that you can use to mark your territory or to leave a simple message for other members of your rogue's guild.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Roguish Archetype
At 3rd level, you choose an archetype that emulates the ideals of other rogues. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
| Archetype | Source |
|---|---|
| Arcane Trickster | Player's Handbook |
| Assassin | Player's Handbook |
| Inquisitive | Xanathar's Guide to Everything |
| Mastermind | Xanathar's Guide to Everything |
| Phantom | Tasha's Cauldron of Everything |
| Scout | Xanathar's Guide to Everything |
| Soulknife | Tasha's Cauldron of Everything |
| Swashbuckler | Xanathar's Guide to Everything |
| Thief | Player's Handbook |
| Archived UA Subclasses | Unearthed Arcana |
Steady Aim (Optional)
As a bonus action, you can give yourself advantage on your next attack roll on the current turn if your speed is 0 and you don't have the prone condition. You can use this bonus action before or after the attack. If you use this feature, you can't use it again until the start of your next turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you (after applying your armor, shield, or Dexterity modifier to AC), rounded down. You must be wearing light or no armor to use this feature.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a spell like fireball. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You must be wearing light or no armor to use this feature.
Reliable Talent
By 9th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense
Starting at 13th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 14th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Starting at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.